Click on each pair of answers that should be scored as equivalent,
(and click any word twice to split it out from a group). Remember,
what goes around comes around, so it's best to be generous when
judging.
);
}
}
class ActivePrompt extends React.PureComponent {
constructor(props) {
super(props);
const items = props.prompt.items;
this.submitted = false;
this.answers = [...Array(items)].map(() => React.createRef());
this.answering_sent_recently = false;
this.handle_submit = this.handle_submit.bind(this);
this.handle_change = this.handle_change.bind(this);
}
handle_change(event) {
/* We don't care (or even look) at what the player is typing at
* this point. We simply want to be informed that the player _is_
* typing so that we can tell the server (which will tell other
* players) that there is activity here.
*/
/* Rate limit so that we don't send an "answering" notification
* more frequently than necessary.
*/
if (! this.answering_sent_recently) {
fetch_post_json(`answering/${this.props.prompt.id}`);
this.answering_sent_recently = true;
setTimeout(() => { this.answering_sent_recently = false; }, 1000);
}
}
async handle_submit(event) {
const form = event.currentTarget;
/* Prevent the default page-changing form-submission behavior. */
event.preventDefault();
/* And don't submit a second time. */
if (this.submitted)
return;
const response = await fetch_post_json(`answer/${this.props.prompt.id}`, {
answers: this.answers.map(r => r.current.value)
});
if (response.status === 200) {
const result = await response.json();
if (! result.valid) {
add_message("danger", result.message);
return;
}
} else {
add_message("danger", "An error occurred submitting your answers");
return;
}
/* Everything worked. Server is happy with our answers. */
form.reset();
this.submitted = true;
}
render() {
let move_on_button = null;
if (this.props.idle) {
move_on_button =(
);
}
let still_waiting = null;
const answering_players = Object.keys(this.props.players_answering);;
if (answering_players.length) {
still_waiting = (
Still waiting for the following player
{answering_players.length > 1 ? 's' : ''}
:
{answering_players.map(player => {
return (
{player}{' '}
{'.'}{'.'}{'.'}
);
})}
);
}
if (this.props.players_answered.has(this.props.player.name)) {
return (
Submission received
The following players have submitted their answers:{' '}
{[...this.props.players_answered].join(', ')}
{still_waiting}
{move_on_button}
);
}
return (
The Game of Empathy
Remember, you're trying to match your answers with
what the other players submit.
Give {this.props.prompt.items} answer
{this.props.prompt.items > 1 ? 's' : ''} for the following prompt:
{this.props.prompt.prompt}
);
}
}
class Game extends React.PureComponent {
constructor(props) {
super(props);
this.state = {
game_info: {},
player_info: {},
other_players: [],
prompts: [],
active_prompt: null,
players_answered: new Set(),
players_answering: {},
answering_idle: false,
end_answers_votes: new Set(),
ambiguities: null,
players_judged: new Set(),
players_judging: {},
judging_idle: false,
end_judging_votes: new Set(),
scores: null,
new_game_votes: new Set(),
ready: false
};
}
set_game_info(info) {
this.setState({
game_info: info
});
}
set_player_info(info) {
this.setState({
player_info: info
});
}
set_other_player_info(info) {
const other_players_copy = [...this.state.other_players];
const idx = other_players_copy.findIndex(o => o.id === info.id);
if (idx >= 0) {
other_players_copy[idx] = info;
} else {
other_players_copy.push(info);
}
this.setState({
other_players: other_players_copy
});
}
remove_player(info) {
this.setState({
other_players: this.state.other_players.filter(o => o.id !== info.id)
});
}
reset_game_state() {
this.setState({
prompts: [],
active_prompt: null,
players_answered: new Set(),
players_answering: {},
answering_idle: false,
end_answers_votes: new Set(),
ambiguities: null,
players_judged: new Set(),
players_judging: {},
judging_idle: false,
end_judging_votes: new Set(),
scores: null,
new_game_votes: new Set(),
ready: false
});
}
set_prompts(prompts) {
this.setState({
prompts: prompts
});
}
add_or_update_prompt(prompt) {
const prompts_copy = [...this.state.prompts];
const idx = prompts_copy.findIndex(p => p.id === prompt.id);
if (idx >= 0) {
prompts_copy[idx] = prompt;
} else {
prompts_copy.push(prompt);
}
this.setState({
prompts: prompts_copy
});
}
set_active_prompt(prompt) {
this.setState({
active_prompt: prompt
});
}
set_players_answered(players) {
this.setState({
players_answered: new Set(players)
});
}
set_player_answered(player) {
const new_players_answering = {...this.state.players_answering};
delete new_players_answering[player];
this.setState({
players_answered: new Set([...this.state.players_answered, player]),
players_answering: new_players_answering
});
}
set_players_answering(players) {
const players_answering = {};
for (let player of players) {
players_answering[player] = {active: false};
}
this.setState({
players_answering: players_answering
});
}
set_player_answering(player) {
/* Set the player as actively answering now. */
this.setState({
players_answering: {
...this.state.players_answering,
[player]: {active: true}
}
});
/* And arrange to have them marked idle very shortly.
*
* Note: This timeout is intentionally very, very short. We only
* need it long enough that the browser has latched onto the state
* change to "active" above. We actually use a CSS transition
* delay to control the user-perceptible length of time after
* which an active player appears inactive.
*/
setTimeout(() => {
this.setState({
players_answering: {
...this.state.players_answering,
[player]: {active: false}
}
});
}, 100);
}
set_answering_idle(value) {
this.setState({
answering_idle: value
});
}
set_end_answers(players) {
this.setState({
end_answers_votes: new Set(players)
});
}
set_player_vote_end_answers(player) {
this.setState({
end_answers_votes: new Set([...this.state.end_answers_votes, player])
});
}
set_player_unvote_end_answers(player) {
this.setState({
end_answers_votes: new Set([...this.state.end_answers_votes].filter(p => p !== player))
});
}
set_ambiguities(ambiguities) {
this.setState({
ambiguities: ambiguities
});
}
set_players_judged(players) {
this.setState({
players_judged: new Set(players)
});
}
set_player_judged(player) {
const new_players_judging = {...this.state.players_judging};
delete new_players_judging[player];
this.setState({
players_judged: new Set([...this.state.players_judged, player]),
players_judging: new_players_judging
});
}
set_players_judging(players) {
const players_judging = {};
for (let player of players) {
players_judging[player] = {active: false};
}
this.setState({
players_judging: players_judging
});
}
set_player_judging(player) {
/* Set the player as actively judging now. */
this.setState({
players_judging: {
...this.state.players_judging,
[player]: {active: true}
}
});
/* And arrange to have them marked idle very shortly.
*
* Note: This timeout is intentionally very, very short. We only
* need it long enough that the browser has latched onto the state
* change to "active" above. We actually use a CSS transition
* delay to control the user-perceptible length of time after
* which an active player appears inactive.
*/
setTimeout(() => {
this.setState({
players_judging: {
...this.state.players_judging,
[player]: {active: false}
}
});
}, 100);
}
set_judging_idle(value) {
this.setState({
judging_idle: value
});
}
set_end_judging(players) {
this.setState({
end_judging_votes: new Set(players)
});
}
set_player_vote_end_judging(player) {
this.setState({
end_judging_votes: new Set([...this.state.end_judging_votes, player])
});
}
set_player_unvote_end_judging(player) {
this.setState({
end_judging_votes: new Set([...this.state.end_judging_votes].filter(p => p !== player))
});
}
set_scores(scores) {
this.setState({
scores: scores
});
}
set_new_game_votes(players) {
this.setState({
new_game_votes: new Set(players)
});
}
set_player_vote_new_game(player) {
this.setState({
new_game_votes: new Set([...this.state.new_game_votes, player])
});
}
set_player_unvote_new_game(player) {
this.setState({
new_game_votes: new Set([...this.state.new_game_votes].filter(p => p !== player))
});
}
state_ready() {
this.setState({
ready: true
});
}
render() {
const state = this.state;
const players_total = 1 + state.other_players.length;
if (state.scores) {
let perfect_score = 0;
for (let i = 0;
i < state.active_prompt.items &&
i < state.scores.words.length;
i++)
{
perfect_score += state.scores.words[i].players.length;
}
return (
{state.active_prompt.prompt}
Scores
{state.scores.scores.map(score => {
let perfect = null;
if (score.score == perfect_score) {
perfect = Perfect!;
}
return (